﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using System;
using Tesla.Content;

namespace Tesla.Graphics {
    /// <summary>
    /// Material logic can be thought of as "pre-shaders". If a user
    /// needs to operate or retrieve a value that the engine does not
    /// define every frame, or per-material, that can be done in a material logic.
    /// Logic is executed before the material applies itself during rendering.
    /// </summary>
    public interface IMaterialLogic : ISavable {

        /// <summary>
        /// Gets the logic name which its identified by.
        /// </summary>
        String Name {
            get;
        }

        /// <summary>
        /// Gets or sets if this logic is enabled or not.
        /// </summary>
        bool IsEnabled {
            get;
            set;
        }

        /// <summary>
        /// Execute the logic for the given material and renderable (usually a Mesh).
        /// </summary>
        /// <param name="material">Material that is executing the logic.</param>
        /// <param name="renderer">Renderer used for drawing</param>
        /// <param name="renderable">Renderable that owns the Material</param>
        void Execute(Material material, IRenderer renderer, IRenderable renderable);

        /// <summary>
        /// Clones the logic.
        /// </summary>
        /// <returns>Cloned logic</returns>
        IMaterialLogic Clone();
    }
}
